Welcome to the PokéCommunity!

Hi there! Thanks for visiting PokéCommunity. We’re a group of Pokémon fans dedicated to providing the best place on the Internet for discussing ideas and sharing fan-made content. Welcome! We’re glad you’re here.

In order to join our community we need you to create an account with us. Doing so will allow you to make posts, submit and view fan art and fan fiction, download fan-made games, and much more. It’s quick and easy; just click here and follow the instructions.

Pokémon Sun and Moon are now available! Read our extensive Sun and Moon review at Daily!

The finale of the fourth annual Favorite Pokémon Tournament is underway in Pokémon General!View the poll and vote for as many Pokémon as you'd like. Voting is only open until the 5th of December though, so don't wait to make your picks!

Just to expand on this, the reason it would error out if the file was "too big" is because indexed images take up a lot less space than non-indexed ones. This is because non-indexed ones require 4 bytes for each color (RGBA; sometimes only 3 bytes if just RGB), while indexed ones only take one (or less) bytes since you have each color stored once and then each pixel is a reference to which color it uses.

Thanks a bunch, both of you.
I'll try to do what you said and also check on the said tutorial.

Thank you for this tool. I've been customizing the sprites of some pokemon and the shiny forms because to be honest, they just don't match my preference or I feel like I could add something new to the game.

Okay I'm having a problem with it whenever I try to open it up, it says that Data is not Lz77 compressed.

Thank you for this amazing tool I particularly love the 'switch color' feature, it's very useful for editing palettes, and much faster than the IrfanView method.

edit: I'm having slight problems, which are probably not because of the program, but still:
1. I'm trying to edit the Oak sprite in the Oak intro, I edited it to match a Slowbro with the exact same color table, but when I import it back in, the colors are all messed up.
2. In the navigation pane there is a bookmark for the text box frame. Since it's just a tile set, I figured changing the tiles while leaving their position intact should work for me but for some reason it messes the position of the textbox. Is there a better way to edit the text box?

Quote:

Originally Posted by waZelda

Can you edit sprite position with this? I'm having a big problem with a sprite I've edited that suddenly ends up way too low on screen (like it's standing below the grassy area).

IIRC you can't, but you can use Wichu's Advanced Sprite Positioning Editor from his Advance Series Toolbox.

Thank you for this amazing tool I particularly love the 'switch color' feature, it's very useful for editing palettes, and much faster than the IrfanView method.

edit: I'm having slight problems, which are probably not because of the program, but still:
1. I'm trying to edit the Oak sprite in the Oak intro, I edited it to match a Slowbro with the exact same color table, but when I import it back in, the colors are all messed up.
2. In the navigation pane there is a bookmark for the text box frame. Since it's just a tile set, I figured changing the tiles while leaving their position intact should work for me but for some reason it messes the position of the textbox. Is there a better way to edit the text box?

IIRC you can't, but you can use Wichu's Advanced Sprite Positioning Editor from his Advance Series Toolbox.

Grab the palette of that screen using VBA, import it onto Oak in Photoshop

Edit Oak into Slowbro, making sure I was using the exact same colors

Replace the color table with the original B&W 256-color table

Reimport into NSE. It did not require repointing as it was smaller.

I don't know where I'm going wrong, it shows up as the wrong colors. Also I'm using CS5.

Basically I replaced my text box tileset with this:
It has all tiles in the correct positions. What happened when I imported it into game was the textbox floated to the top-right corner of the screen (which makes no sense, since I figured if there was any error at all it'd show up as glitchy tiles). However it did require repointing for being too big.

Grab the palette of that screen using VBA, import it onto Oak in Photoshop

Edit Oak into Slowbro, making sure I was using the exact same colors

Replace the color table with the original B&W 256-color table

Reimport into NSE. It did not require repointing as it was smaller.

I don't know where I'm going wrong, it shows up as the wrong colors. Also I'm using CS5.

Basically I replaced my text box tileset with this:
It has all tiles in the correct positions. What happened when I imported it into game was the textbox floated to the top-right corner of the screen (which makes no sense, since I figured if there was any error at all it'd show up as glitchy tiles). However it did require repointing for being too big.

About your Oak sprite.
You got the colors right? Maybe you open your Slowbro on Photoshop.
Go export the color table of it then import it on the oak sprite.

I have searched this thread for a while and still can't find the answer to these questions, so, here they are: This does support Pokemon Sprite editing for Ruby, right? It says it only supports FR/LG and Emerald - nothing about Ruby/Sapphire. All other sprite editing seems to work just fine for Ruby, so is there something wrong with the Pokemon sprite plugin? Or am I missing something?

__________________

I can do all things through Christ who strengthens me. Philippians 4:13
You may notice that I, unlike most people on the Internet, actually use proper grammar. I can't stand it when people talk so confusingly, with their "i loeve thiz plashe itsz sou funn!" sentences everywhere I look. Copy and paste this in your sig if you feel the same way.
And please, if I ever misspell anything, please tell me - that kind of thing just irks me something awful.

I have searched this thread for a while and still can't find the answer to these questions, so, here they are: This does support Pokemon Sprite editing for Ruby, right? It says it only supports FR/LG and Emerald - nothing about Ruby/Sapphire. All other sprite editing seems to work just fine for Ruby, so is there something wrong with the Pokemon sprite plugin? Or am I missing something?

Help

The PokéCommunity

Meta

Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, or The Pokémon Company International. We just love Pokémon.